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Developer Question: Best 'hard mode' in games?
kitae | 11:11 AM on 07.17.2009 39 comments


Hey this is Christina Norman from Bioware lead system designer on Mass Effect 2. From time to time I like asking questions to the destructoid community because I think you guys are generally a good representative of the hard core but gaming commuity. My question for today is:

Please tell me your favorite video game that has a hard mode you enjoy playing on, and why you enjoy it! Describe what's different about hard mode and regular mode, and how that difference contributes to you enjoying hard mode.

Thanks in advance for your responses!

[i]Edit - I've noticed some people are posting general "this is what I'd like to see in a hard modes" comments.

If at all possible, please name a specific game you liked that had a hard mode and [b]what you liked about that game's hardmode. You can then add on any comments about what you like in general.

If no game you have ever played has had a hard mode you enjoyed, please feel free to state that, and then provide your suggestions about what would make a good hard mode.[/i]



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39 comments | showing # 1 to 39

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PhazonYoshi's Destructoid Blog
Hardcore butt gaming?! I'm in!

oh wait :(

Anyway, there was a great cblog about this today: http://www.destructoid.com/blogs/walkyourpath/putting-a-twist-on-the-curve-difficulty-in-games-140136.phtml

Basically, if you're going to make a hard mode, make it harder because the enemy AI is more intelligent, and your resources are more limited, not because your enemies have 10x the HP, that's just silly :\
kauza's Destructoid Blog
Hopefully this will be somewhat helpful even though it's the sort of thing that might not be easy to implement--and because I'm not mentioning a specific game like you asked for.

Basically, I've always been a fan of encountering different types of enemies at higher difficulty levels. That is, perhaps at lower difficulty levels, bands of thugs wander around, who don't have good weapons, aren't very good shots, and are generally easy to kill. It makes sense--this would certainly make things easier.

Then, on higher difficulty levels, you encounter more "elite" sort of enemies. They'll be good shots, work well together (an AI issue), have better equipment including guns and armor, and generally be harder to kill--not just because they have high health values, but because they're actually designed to be difficult enemies.

I think giving this distinction between enemy types makes it a lot more believable for a player. That is, the player isn't forced to accept the fact that a higher difficulty level is just a "setting." It's a different experience, with new enemy types, and perhaps even a new play style.

As I said before, this would of course require a lot more work. However, in the end, I think it would benefit the player.
Trev's Destructoid Blog
Favorite is hard, but most recently I really liked InFamous's hard mode. Enemies were dangerous without being unbeatable. Cole took more damage from hits, but not too much more; enemies were better shots, but not impossible to defend against; there were more of them without an army coming out of nowhere. It was an inch up in every category instead of the player dying at the drop of a hat or enemies becoming tiny, unkillable gods. It was hard enough I had to play really effectively when I met more than a single enemy, but not so hard that six meant that part of the game was impossible. I could usually at least escape from bad situations.

I also second Kauza's comment. New enemy types are cool to run into because it's not just the same thing over again. I would play a game a second time on a harder difficulty just to see new stuff.
Gen Eric Gui's Destructoid Blog
The level of reward should match the difficulty. Don't make hard mode harder with no benefit, reward the greater skill needed for the harder difficulty with something, anything.

My favorite example of this from the last few years is God Hand. If you chose the higher difficulties, you could access a greater range of "difficulty levels" in-game which would increase as you fought better in the game in real-time. In this way, the game could get exponentially harder the better you played, but for playing on the higher difficulties you got more money for defeating enemies and all of your multipliers were higher. Thus the player who managed to stay at the higher difficulty ranges earned more money and was able to buy more moves to customize his/her playstyle.

What Kauza said sounds like a good idea too.
the GAMEGOBLIN's Destructoid Blog
Ninja Gaiden Black

It goes beyond bigger health and stronger attacks, it tests your skill at the game and it forces you to use defensive moves way more than easier difficulties changing the way you play the game. And it provides an actual challenge, something games lack nowadays because of the marketability. You don't have to think about that though because it's an optional difficulty. And not an unfair challenge mind you, NG on the hardest difficulty was doable as long as you know what you were doing and managing your defense and offense at the same time, adding another layer of depth and a sense of hesitation to the game

Also add something to the hard mode that isn't in the other modes, it's a great incentive for another playthrough and rewards perseverance for dedicated players. And not just an extra set of armor or weaponry, add hidden and unique elements like another explorable area that's not filled with generic creatures. Adds miles to the experience. Keep players exploring your virtual solar system searching for the obscure easter egg and hidden secrets of the world

I'm Canadian and available, Bioware hire me
dyzzy's Destructoid Blog
My favorite hard mode doesn't come from a shooter/rpg, but here it is anyway:

Advance Wars, a turn-based strategy game. Save the latest iteration, once you complete the single player campaign, you can do it again in hard mode. What changes isn't the computer AI or the nature of combat (ie a tank will do the same damage), but instead each map is tweaked to challenge your strategy more rigorously.

Example: there's usually a stage early on that teaches you to use long-range units in bottlenecks effectively. You set up a blocking unit that absorbs damage and your artillery plugs away. In hard mode, the enemy has more firepower at its disposal, and gets a couple infantry that can move through the mountains and attack your artillery directly if you're not careful, and the friendly city that you used for defense is now gone.

It's more enjoyable mostly due to the fact that you don't know what to expect the second time around-- as opposed to, say, Call of Duty, where hard mode just means the same enemies and terrain but less health.

Additionally, as you play through these maps, you can make comparisons to the normal versions. When you see what's changed, you think, "oh no!" But as you gain the upper hand and win, there's a feeling of triumph and progression: "I struggled on this in normal mode, but look, I just beat the hard version!"
XanderSan's Destructoid Blog
My, I've been waiting for this question.

My favourite hard mode in a game would be Devil May Cry (The first one).

In that, the hard mode was another playthrough of the game using your mildly upgraded character from your first runthrough. The new difficulty was designed with this character in question, so it was hard for the upgraded character at his level even with his new found powers. The bonus of this was that there were bound to be upgrades you didn't buy in the first round that you would be hunting for in the 2nd.

The major bonus in DMC and the reason I'm using it as an example is that the enemy layout is entirely switched around. There's a boss/sub-boss which is a kind of shadow panther who from hard-mode onwards actually shows up as a regular enemy in parts to replace one or a group of foes. Sometimes you'd even be facing off with multiple of these guys at once. Where he would've been inplace originally as a boss character you also instead fought something that didn't even appear once in your original playthrough.

I guess to try and summarise this; My favourite hard-modes give me reasons to use my previous upgrades, new upgrades to earn in order to progress, new enemies to fight and old boss/hard enemies more commonly encountered. I'd definitely say to play through DMC twice to get an idea of it, or maybe there's a summary of the changes somewhere. Although God Hand mentioned above is another great way of doing difficulty albeit in an entirely different fashion.
kitae's Destructoid Blog
Just a comment on some of the stuff above.

I appreciate general comments but what I'm looking for is not so much "I think hard games should be like X" but more "here is a specific game with a hard mode, I enjoyed it because it did X, Y, Z".

If there are NO games with hard modes you've played that you enjoyed, feel free to say that, and then say why you liked it.
walkyourpath's Destructoid Blog
Left 4 Dead -- It has no "hard mode", per se, but the AI Director changes the difficulty for you on the fly. It's seamless, mostly transparent, and provides a sense of challenge and satisfaction while avoiding most of the frustration.

Civilization Revolution -- the higher difficulty levels really forced you to change your gameplay in order to keep up with the the optimal strategies of the other leaders' AI. Where you normally might try to conquer with military might, the enemy might force you to turtle up and go for a economic/technological/cultural victory, and vice versa.
Palidi's Destructoid Blog
I really enjoyed what the Metal Gear Solid games did with their hard modes. It wasn't just limiting the amount of ammo you had and making the enimies take more damage and kill you in one or two shots(with deadly accuracy). It was partially because they seemed to be made more aware of their surroundings, and would pick up on you unless you were being absolutely stealthy. Not just that, but the location of enemies were tweaked up too, making you have to think a little bit more about what the safest route to sneak through would be, and emphasized more uses of the various tactics you had availaible to you.

Example of what I mean: In the "regular"/"normal" difficulty, you could CQC slam a soldier to knock them out for a long period of time, and only rarely would be found by another soldier and get waken early. In the "Extreme" difficulty, the CQC slam only knocks out a soldier for a few seconds, and when he wakes up, he'll put out an alert to the other guards making them more aware. Other guards in the area also will run by to check up on a knocked out teammate more often in the harder difficulties.
Monodi's Destructoid Blog
Fire Emblem The Sacred Stones is another Turn Based Strategy game similar to Advance Wars and has an enjoyable Hard Mode.

The enemies become more numerous, sneakier, stroner and you need to spend more gold for weaponry. It is enjoyable only once you are used to the complex mechanics of the game because it puts in test your skills, styles and weapons of choice.

The maps do not change much but the A.I. becomes notably smarter like when playing Chessmaster 3000.

There are also the Easy and Normal modes which the easy one is almost like the normal one but just gives you more tutorials whenever something new like an unit, condition or weapon is present. I like that Both normal and easy modes don't have much of a dramatic change in the AI and difficulty, it makes you feel like you learned enough in either the instruction booklet or the previous mode so you are not pestered by tutorials. LittleBigPlanet (you know, the creative PS3 game) should have done something similar when a guest is present and you are available to use all the materials instead of forcing you to take an annoying tutorial before using them.
CelicaCrazed's Destructoid Blog
How about Superhuman for Resistance 2's coop mode?? The extra difficulty almost completely changes the way you play the game. It forces you to work more as a team, play it safe and use all your resources. The normal mode was more about competing with your teammates for kills than it was about working together. Superhuman made just surviving an accomplishment. The fact that a player needed to be revived by a teammate also added to the challenge. Lastly, the player should be rewarded for choosing a harder difficulty, not just by having the personal gratification. With Superhuman mode, you may die a lot easier and the enemies are harder to kill, but you earn twice the XP and twice the grey tech.

If the harder mode you've created is more fun than the easier mode, then you know you've created the perfect difficulty curve. Resistance 2's coop did exactly this.
Aurain's Destructoid Blog
Dante Must Die,

Or whatever they called the 1 hit kills Dante mode in the new DMC.
snoogans775's Destructoid Blog
I definitely aggre about the MGS hard modes. Those literally make the game fun, there's a rev rant about it at http://www.destructoid.com/rev-rant-snakes-plants-and-difficulty-132878.phtml

I also enjoyed the Shadow of the Colossus hard mode, because it applied the concept of simply increasing one variable's difficulty, but in a very strategic way. While it's a total pain when the enemies just have more hp, maybe the SotC method would to make only certain kinds of damage affect the enemies.(explosives, head shots)
TalesofvesperiaWin's Destructoid Blog
I have to agree with paladi. The hard mode in mgs challanges the player, with intelligent and realistic ai, and gameplay desicions without becoming difficult for the sake of being difficult which games like ninja gaiden have trouble with. I think if u can balance challenge, and enjoyability, ME2 will have a fun and worthy hard mode.
Doomsday Forte's Destructoid Blog
I can't really think of any games where there was a good hard mode--I generally just play normal, sorry, but if I did play them, I would rather go for the ones where you had to at least change up your strategies. For instance...

The Diablo series (Blizzard) has three difficulties. Normal is self-explanatory, Nightmare is Hard, and Hell is Very Hard. The enemies naturally get a stat and health boost across difficulties, but what's interesting (at least in D2) is that by Hell, almost every enemy is immune to something: Either physical attacks, one of the three elements, or non-elemental damage. Some are immune to more than one. That naturally leads to a problem of you being unable to kill certain enemies. What if you made a pure Lightning Sorceress? You either have to avoid anything immune to Lightning or go for more elements or use a hireling or multi-play.

It gets to the point where people plan the life of their character through Hell even before they start. Some are capable of breaking the immunities (with lots of work) but even then, they're still highly resistant to that element. Just that you can chip away the monstrous amount of health. Apart from that, higher-level monsters exist in each harder difficulty (though it's the same game three times through), and there are tiers of equipment that only can drop in those difficulties. So in effect, if you truly want to clear the game, you have to beat it three times in that way.

Also with D2, there was a hidden command in the game to simulate extra players in a single player game (as monsters scaled to the number of players in multiplayer). This is probably a good example of rewarding the player for a harder game. The monsters get a stat boost et al, but they also give more experience and have better drop rates and so on. The best part is that you can change that setting at any time so mobs can't really overpower you (unless you're truly suicidal). It's probably an example of more traditional hard-mode play, as opposed to the actual difficulties changing up your tactics too.
Rational Animal's Destructoid Blog
Rainbow Six Vegas (both iterations):

The hard modes forced me to rely on and refine the strategies I had employed in the earlier, easier playthroughs. I also felt like the unlocked, increasingly more effective weaponry from the earlier playthroughs gave me enough of an incremental advantage to make the Hard modes seem surmountable, but not a foregone conclusion.

Obviously my comments indicate that I had enough of an affinity for these titles to want to go through them a second time on a more challenging difficulty level. For what it's worth, I'd just add that I almost never play a game on the Hard/Veteran/Expert mode right out of the gate and usually reserve that for favorites which warrant a second playthrough.
Elsa's Destructoid Blog
In all honesty, I dislike playing the same game several times and rarely re-play a game on a "hardcore" or "hell" mode. There is also a broad difference in "normal" - in some games it's too difficult, in other games it's too easy.

Oblivion was a very long game and I liked how they utilized a difficulty slider that could be adjusted at any time during the game. I mostly played between normal and the hardest setting, but there were days when I was exhausted, just wanted to relax and be an unstoppable killing machine - it was nice to notch down the difficulty slider. The oblivion slider essentially just affected hit points (both enemies and the player) and it was a very simple system. Unfortunately rewards didn't seem to coincide with the difficulty system and there should be rewards for playing on a higher difficulty. It really depends on the game, but better drops, faster levelling, more levelling options... there should be some reward. For consoles, the achievements/trophies could be tied to beating boss monsters on particular difficulty settings.

For challenge I tend to play online competitive games (and the co-op mode of Resistance 2 that Celcia mentioned was an excellent example of difficulty in online), but I'll assume that you are referring to single player offline games here (because difficulty in online games is an entirely different topic with many variables). In offline games if I run into a problem and get stuck, I'll often put the game aside... and I don't always go back to them. A difficulty slider or on-the-fly difficulty change system can allow me to complete the game - but I do think that any trophies/achievements should reflect this. I don't care at all about my trophies, I'd be happy just to putter along and finish the game... but there are many that take them very seriously and attaining the "platinum trophy" should reflect the most difficult game setting.

If your query is in regards to online or co-op games, it would be nice if you could clarify... because I have pretty definite ideas on this topic. It's an entirely different issue though!
Anus Mcphanus's Destructoid Blog
I don't really play hard modes or replay that many games to be honest. There's only one game that I play repeatedly at higher difficulties and that is:

Rock Band

I really like the idea that expert difficulty is the "true setting" so to speak. It's the one that resembles the music most accurately and is hence the most challenging, while the easier difficulties takes notes out in order to simplify the note tracks.
So instead of the higher difficulties just throwing more notes at you for the sake of it like in guitar hero 3, you're just getting closer to the real instrument track so in a way you're just filling in the blanks, if that makes sense.
ArcticFox's Destructoid Blog
I might catch flack for this, but I loved the extreme challenge of Call of Duty 4's Veteran Mode. It was brutal, but surprisingly fair, and more to the point, aside from the massive amount of grenade spamming, I imagine it is what like being in a real firefight is like. I just loved the rewarding feeling of finally beating a level on Veteran. It was incredibly frustrating, and I havent finished it yet, but it was shockingly fun to play some of those levels on veteran and take things a bit slower. I really cant wait for MW2 due to the rumors they fixed the infinite spawning enemies and the grenade spamming. But the reason why I loved it was because despite the annoying things, I felt so accomplished whenever I would finish a mission, and I knew they were not impossible, I just had to play the level as a true spec ops soldier probably would have to, and that was it's own kind of cool.

One quick note, Insane on the first Mass Effect was amazing ly fun, but not really tough, so long as you kept an eye out for Snipers and took a bit more careful control over your Squad Mate's powers. More disconcerting though was that the Geth Armatures were simply an annoyance then actually challenging, as they took forever to kill, but were never really challenging. Just saying...
Ckarasu's Destructoid Blog
Shin Megami Tensei: Nocturne's normal mode was actually hard mode, so it kinda counts. Not only is it my favorite game ever, it was also one of the most challenging RPGs I've ever played. Matador really handed me my ass.

Persona 4 is another. God damn, that game was determined to make it hard for you. Contrarian King was one of the hardest bosses in the game if you didn't level up enough. I love the Shin Megami Tensei series.
kitae's Destructoid Blog
Gamegoblin - if you can move yourself to Edmonton and would be interested in a term tester position at Bioware, message me and I'll let you know the next time we're hiring term testers.
adultswim810's Destructoid Blog
mgs3 - The ai got much better and the pacing got slowed way down. The game became way more intense and tactical.
kitae's Destructoid Blog
Thanks for the replies so far keep them coming. As always I'm impressed with the variety of games you all are bringing up it's really awesome!
IzekialRage's Destructoid Blog
I have alot of fun with Empire Total War Battle AI and Campaign map AI on Hard.

Usually I can steamroll over an army but with the difficulty jacked up it actually feels like the AI is trying to win and making use of what units they have.

Most action games with hard modes frustrate the crap out of me but i force my way through them.

My favorite would be Extreme mode for Metal Gear Solid 3. On extreme i actually had to play conservatively and it gave me a good reason to sneak instead of running and gunning.

Another second favorite would be Dead Space. It was much more terrifying knowing i could die at any moment or run out of ammunition. Dead Space's Hard mode added to the experience for me.

I like Hard Modes that can add to the experience. I don't usually try hard mode for the challenge but for what change in gameplay it can force me in to.
on3nightstan's Destructoid Blog
Generally, when I think of good examples of "hard" or "insane", I think of Call of Duty 4, Diablo II (perfectly executed here) and Dead Space. If you can even recall the game Shogo or Oni from long ago, those are also good examples.

In Oni and Shogo, the harder the games got, the more realistic and rewarding they became. The playing field was perfectly even with 1 enemy being as strong (health and damage wise) as the player. That's what made each encounter in Oni such a challenge and rewarding. Definitely what I look for in a difficulty setting.

In COD4 or Dead Space, If I was to blindly run a corner, I'd die after only a few direct hits rather than being naturally able to survive numerous hits if I was on "medium" or "casual". This also comes with the typical better enemy AI and such.

In Diablo II, playing on a harder difficulty included resistances and invulnerabilities to certain weapons/magic. This was balanced by better item drops to be able to handle the threat. This way, there was immediate reward for beating something more challenging. An achievement that I'd get down the road wouldn't motivate me nearly enough as something immediate that'd also assist in the gameplay.

Keypoints: Provide me with a challenge I can win and a reward I'd get immediately, I'll take it.

Hope this helps,

- Stan
bluexy's Destructoid Blog
My favorite hard mode is exquisitely simple, but rife with the fundamentals I expect with any optional difficulty setting. My favorite is Tetris.

Each level of difficulty is easily comparable to the level before it and what separates them is easily quantifiable. Such as "For each level of difficulty added, the blocks will drop %d faster than before", int. In this way you can accurately determine where your skill level is without having to fall back to an easier difficulty, or a harder one. You can simply go to one that is challenging at a level you're comfortable with.

Additionally, this sort of accuracy in determining your skill level allows you to become a better player much faster than other systems. Rather than falling back to an easier difficulty where you aren't challenged, or a harder one where you can't find a rhythm, you are placed in a situation designed to improve your abilities.

Tetris is hard to compare to more complex games like Mass Effect, but simple structures are always the base of good design (IMO).
Sharpless's Destructoid Blog
I don't really have much to say about your question, but I just wanted to shyly come over and wave and stare. I'm a big fan of BioWare and, specifically, Mass Effect. I'm just playing through it for the first time and I'm in love with it. So, um, hi. I love you. :)

I know you're not looking for general comments, but I figure a general one is better than nothing, right? I really dislike it when harder difficulty modes put the emphasis on simply tweaking how strong/weak you are and/or how strong/weak your enemies are. I much prefer difficulty modes that change the game itself. Different enemies, more enemies, perhaps more limitations on the player's options or abilities.

An example of what I don't like is Left 4 Dead's style of difficulty adjustment. A great game, but the fact that, on the Expert difficulty, the most basic (and most plentiful) zombies do 20HP damage with one hit? Totally ruins it for me. So yeah, fewer boring tweaks like that one and more significant changes, like the way the Halo series brings out more-dangerous types of enemies on the higher difficulties.

Okay, I'm done. Guess I had more to say than I thought.
slayer the player's Destructoid Blog
Halo 3- not really my favorite hard mode, but i like some of the ways it addressed skulls, not so much the hiding them in levels but in the way they added dificulty as well as replay value. Sure having confetti pop out of enemies heads doesn't add difficulty, but it sure is alot of fun. From the difficulty i like how it adressed adding difficulty from the standpoint of uping the anty where i wanted it, i could make enemies throw grenades, make there strengths stronger, make there weaknesses stronger, or all of the above. all while still having the standard difficulties, our easy, normal, hard, ledgendary/insanity if you will. its a unique way of giving the player control of difficulty, by making it more than just a hard mode, but making a customizable difficulty
jesusofwales's Destructoid Blog
MGS3. I won't go into too much detail as this video explains in much more detail than I could here. For me, the best part of the harder difficulty modes was that even though they cranked up the difficulty in the 'usual' ways (stronger enemies, weaker player, less resources etc), the game provided the player with interesting ways to counter these changes (eg. new strategies that weren't as 'necessary' on the lower difficulties, but had more importance on harder ones).

This accomplished several things:
1) The game became more challenging without becoming more frustrating.
2) The game overall offered a different experience.

Conversely, a game like Call of Duty: World at War became virtually unplayable on higher difficulty levels (despite cranking up the difficulty in the same ways) because it relied on the same gameplay. For this reason, it felt exactly like the lower difficulties, but far more frustrating. Another side effect of this is that it felt 'lazy'; as if the devs had merely increased a few variables and labeled it 'extreme', whereas MGS3 felt fresh despite increasing the difficulty in the same way.

I suppose the point I'm trying to make here is to give the player choices; even if they don't need to use them on lower difficulties, they can make harder ones a great deal more enjoyable. Simply making enemies harder tends to come off as lazy and rarely adds anything of real value to the game - for me at least.
dgschrei's Destructoid Blog
Well the only game I ever played where I finished the entire Game in it's hardest mode was COD4 on Veteran. And I enjoyed the hell out of it.
The game was brutally hard and your average lifespan was about 30- 60 seconds. That actually felt more real if you consider that you're usually outnumbered at about 10:1. (Wouldn't like that in Mass Effect style games though. It only worked in COD because of the frequent checkpoints.)
On the other hand it always felt fair and beatable and I always knew that I just died because of a personal fault and not because the game screwed the rules and just decided to kill me.

Very different to World at War where the AI just kept throwing grenades with superhuman precision.

I also tried to play Mass Effect's hardest mode. After unlocking it first. (A nice idea btw). But then other games came out and I stopped playing it. Gonna finish it before ME2 though.

But I would also like to state that I really enjoy a good easy mode. Especially in RPGs like ME. I actually think that you did that perfectly there. You just could breeze through the game and enjoy the excellent story with little effort. That's very important to me. Make me fall in love with the setting and the gameplay first. If I absolutely adored your game, I'm gonna play it again in Hard mode for the extra challenge. But I will always play the Easy Mode first to enjoy the story without frustration.
Holyetheline's Destructoid Blog
I enjoy all CoD Veteran modes simply because of the frequent checkpoints. Everything is hard and each battle takes some time and requires a method but it's all possible because of how frequent that game puts checkpoints.
Grasshopper7's Destructoid Blog
Back in the day I played Perfect Dark on the N64 to death; its harder modes were great. Not only was it more difficult in terms of the obvious: more enemies, you take more damage, etc., but they gave you extra objectives to complete on each increasing difficulty level.

Not only did this keep it fresh but you felt actively rewarded for completing the harder modes because ultimately you were given more level and saw more of a game you loved enough to meet the challenge it presents.

In some levels it even changed the level layout, or at least had you moving into parts of the level you hadn't previously seen in order to complete said extra objectives. Best harder modes ever.
Tronjoy's Destructoid Blog
I don't remember if it's actually true, or if I imagined it, but No One Lives Forever had a good hard mode. Instead of just having you die faster or making enemies harder to kill, it actually seemed to make the AI more relentless. Enemies searched for you for longer, which in turn reemphasized how much care you need to take while stealthing around.

I also liked Hitman 2's hard mode for the same reason. Mainly, I just don't like it when you can not use gaming mechanics in a game such as cover or stealth when it's just as easy (or easier) to run and gun. Harder modes in those games I mentioned above force you to be more tactical and that's a good thing.
Los255's Destructoid Blog
I would definitely go with Devil May Cry 3. I enjoy it's Hard Mode the most because the enemies act in such a way that you are, half of the time, experimenting with faster or more creative ways that allows the player to utilize their entire arsenal in unfamiliar situations. In this game, at first, I was guilty of choosing favorite weapons and didn't give the spotlight to other weapons until I kept being beaten to a pulp in the harder modes. Experimenting with the other weapons opened up many more strategies than I could think of and I think that's what the devs wanted. Plus, for a stylistic series like Devil May Cry, you gotta look good while fighting don't you?
citaro's Destructoid Blog
There are a couple of good examples that people have already pointed out that I'd like to second-

God Hand- It's insanely challenging, but fun. The real-time difficulty changes were cool too. Do well and get rewarded more points and currency, while at the same time making it more difficult. Doing poorly ratchets it back down again.

Rock Band- Expert as "true" difficulty. This is one of the only modern games I can think of that locks content if you play on easy. I like the idea- keep certain areas or missions locked unless you're on a high enough difficulty. That means that you can have a mission or two that's walled off from players who don't want the challenge, so you're free to design to a specific difficulty, and further encourage replays.

And as for a few of my own choices:

Mass Effect- Not to kiss ass or anything, but Mass Effect's combat was extremely fun, especially on the advanced difficulties. On Normal mode, I found a pistol and some first-aid packs were all I needed. It wasn't until I replayed on a higher difficulty that strategy started to emerge from a need to survive. I finally started using all my fancy powers and squad functions! Another game that did something like this was The Witcher- you had alchemy and alternate weapons and all that, but only on higher difficulties did they start to become necessity. Let's just leave out those one-hit rocket deaths in this next one, ok?

Vagrant Story- I can't remember that it had Hard mode as such, but it's more accurate to say that the whole game was hard mode. But that's what made it fun! Enemies could kill you, so you had to make sure you were properly equipped for each encounter. This made sure that you were using the deep equipment building system, something that I'm sure many people would have flown through the game without giving a second thought if not for the fear of death.

Star Ocean (2 or 3)- Another RPG example, but for good reason. On higher difficulties, systems that would go unused or unneeded would suddenly be lifesavers. Not to mention that you'd need to level higher, earning more abilities and such. Also, on your second replay, a whole new dungeon would open, with tons of areas and an extreme difficulty level. The best part is, these served as more of a dungeon crawl, so levels could be heavily reused, and at the same time they promoted replay with the hardest bosses residing there. Nowadays, add an achievement for beating it, and you can have people busy for weeks.

So in the end, my take is that hard modes should eke out better strategies that in normal exist but aren't necessary. In addition, adding a carrot (bonus content, achievements) means that more people will attempt these advanced play styles, adding longevity and hopefully a better appreciation for the game as a whole.
tigerfangred91's Destructoid Blog
Call of duty 4's hardmode. Because I played the game on regular, then playing on veteran was just intense and really made you appreciate the finer points of the campaign.
MountainGorilla's Destructoid Blog
I want to elaborate on Ninja Gaiden Black, since the GameGoblin left out what I like so much.

Ninja Gaiden Black is basically a different game with the same combat on the same maps. On harder difficulties, all of the item placements (potions, maps, etc.) are placed in different spots--this even includes your weapons. I think it would've been even better if the save points were in different spots.

By far the coolest thing about this is the different enemies. There are enemies on Hard mode, Ninja mode, and Master Ninja mode that you never even see on Normal difficulty. And I don't just mean stronger enemies with a different color palette, but brand new character models with brand new moves and brand new strategies to figure out.

This even applies to bosses. A lot of bosses have additional moves on harder difficulties; and there are even some all-new bosses, like the fight against a Ryu clone in the monastery library (still one of my favorites).

Compare this to a series like God of War or Devil May Cry, where harder difficulty simply means you take more damage and deal less to the same enemies with the same moves.

I know I'm seeing your post a bit late, and I don't know how easy it would be to add these things to a game like Mass Effect, but . . . you're BioWare. You can figure something out.
Ubersuntzu's Destructoid Blog
The new game Wet has a mode called Golden Bullets where you lose a lot more health from all types of damage, but enemies die in one hit. I like it because it doesn't make hard mode feel like a mode you play where the game becomes "cheap" and the odds are stacked against you. Where you become weak and minor threats become gods. The same increase in damage effects everyone in the game world, not just me.

Auto-aim made it a lot easier than it could have been, but the concept itself is what I've been looking for in a hard mode for a long time.


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